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Round 7 Maelstrom Arena Needs Priority Fixing

  • Alcast
    Alcast
    Class Representative
    jrkhan wrote: »
    Outside of the mage adds disjointed aoe attack (which is still easy to deal with one you know the timing of it)
    I don't feel like these other things are completely avoidable issues if you just keep your eyes open for poison caller spawns.

    The first batch of flowers is already visible when they spawn, so you have 2-3 seconds before one randomly appears under you. Secondly, you should be able to easily live though a few seconds of poison damage if you have bad ping - since the venomcaller is very close to the cleansing pool.

    They already despawn during boss engage.

    I really feel like this boss fight is one of the easiest if you stay alert. Then again, I haven't tried this fight as melee. The big thing is, don't dps the mages if you are in danger of a venom caller spawning.

    I guess you are a magicka build? On stam you are dead after MAX 2 and stamina can NOT range stuff.
    Edited by Alcast on December 10, 2015 9:07PM
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  • Nifty2g
    Nifty2g
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    @Alcast Sounds like a sorc getting poison as templar on that round is painful, all of round 7 is physical damage except for the poison which arguably makes up for the loss of magical damage.
    Get hit my poison then you have to shield stack 2 shields and usually ends up in a death depending what is attacking you really.
    #MOREORBS
  • Alcast
    Alcast
    Class Representative
    Nifty2g wrote: »
    @Alcast Sounds like a sorc getting poison as templar on that round is painful, all of round 7 is physical damage except for the poison which arguably makes up for the loss of magical damage.
    Get hit my poison then you have to shield stack 2 shields and usually ends up in a death depending what is attacking you really.

    I will try Magicka templar soon because Stamplar is f... useless, I think even my REDGUARD Stamplar will perform better on Magplar setup LOL gj ZOS for killing my stamplar tyvm.

    Ye I feel the pain, did you try Dark Flaring or Force Pulsing in that round?
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  • AshTal
    AshTal
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    I agree the poison explodes and its instant death most of the time I don't even know what happened till it exploded.
  • Nifty2g
    Nifty2g
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    Alcast wrote: »
    Nifty2g wrote: »
    @Alcast Sounds like a sorc getting poison as templar on that round is painful, all of round 7 is physical damage except for the poison which arguably makes up for the loss of magical damage.
    Get hit my poison then you have to shield stack 2 shields and usually ends up in a death depending what is attacking you really.

    I will try Magicka templar soon because Stamplar is f... useless, I think even my REDGUARD Stamplar will perform better on Magplar setup LOL gj ZOS for killing my stamplar tyvm.

    Ye I feel the pain, did you try Dark Flaring or Force Pulsing in that round?
    I normally use flare but I hardly even get to put it on my bar cause VENOMCALLERS SPAWN IN WAVE INTERVALS
    #MOREORBS
  • Nifty2g
    Nifty2g
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    I really hope this week wasn't last patch, I personally can't take round 7 anymore I desperately hope it isn't left how it is till next year
    #MOREORBS
  • jrkhan
    jrkhan
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    Alcast wrote: »
    jrkhan wrote: »
    Outside of the mage adds disjointed aoe attack (which is still easy to deal with one you know the timing of it)
    I don't feel like these other things are completely avoidable issues if you just keep your eyes open for poison caller spawns.

    The first batch of flowers is already visible when they spawn, so you have 2-3 seconds before one randomly appears under you. Secondly, you should be able to easily live though a few seconds of poison damage if you have bad ping - since the venomcaller is very close to the cleansing pool.

    They already despawn during boss engage.

    I really feel like this boss fight is one of the easiest if you stay alert. Then again, I haven't tried this fight as melee. The big thing is, don't dps the mages if you are in danger of a venom caller spawning.

    I guess you are a magicka build? On stam you are dead after MAX 2 and stamina can NOT range stuff.

    Yes - magika nb (which I understand is one of the easier builds to do this with)
    but (pardon my theory crafting)
    you could probably use a bow/dagger throw while standing in the healing pool and still dps down the venom caller by the time the 3rd flower bursts. (If you randomly get hit by 2nd burst it's instant cleansed)

    Actually, have you checked to see if you can hit the venom caller in the edge of the pool with wrecking blow? They really are nearly that close.

    It's not like this fight has any dps checks, so I don't see why bow is off the table - the boss is 100% kittable, and with bow you can easily damage him while he screams.
  • Alcast
    Alcast
    Class Representative
    jrkhan wrote: »
    Alcast wrote: »
    jrkhan wrote: »
    Outside of the mage adds disjointed aoe attack (which is still easy to deal with one you know the timing of it)
    I don't feel like these other things are completely avoidable issues if you just keep your eyes open for poison caller spawns.

    The first batch of flowers is already visible when they spawn, so you have 2-3 seconds before one randomly appears under you. Secondly, you should be able to easily live though a few seconds of poison damage if you have bad ping - since the venomcaller is very close to the cleansing pool.

    They already despawn during boss engage.

    I really feel like this boss fight is one of the easiest if you stay alert. Then again, I haven't tried this fight as melee. The big thing is, don't dps the mages if you are in danger of a venom caller spawning.

    I guess you are a magicka build? On stam you are dead after MAX 2 and stamina can NOT range stuff.

    Yes - magika nb (which I understand is one of the easier builds to do this with)
    but (pardon my theory crafting)
    you could probably use a bow/dagger throw while standing in the healing pool and still dps down the venom caller by the time the 3rd flower bursts. (If you randomly get hit by 2nd burst it's instant cleansed)

    Actually, have you checked to see if you can hit the venom caller in the edge of the pool with wrecking blow? They really are nearly that close.

    It's not like this fight has any dps checks, so I don't see why bow is off the table - the boss is 100% kittable, and with bow you can easily damage him while he screams.

    The issue is not the poison, if I die to poison it is my own fault. However, today for example I stood 2m outside of the red poison aoe and still got hit from it which lead to my death...

    Usually I remoe flowers where mages spawn then kill the mage that is far away and then dps the boss down close range with 1 mage next to him and me standing in the bubble.

    Then bugs/Broken mechanics:
    - Unbreakable Bleed DoT (you still break free but too late and you get the bleed dot which is really bad as Stamina)
    - Poison hits you although you stand OUTSIDE of the red aoe
    - Enrage dmg although boss has not yet screamed or been interrupted (when you kill mage and he starts doing an attack)
    - Hitbox issues (on all stages tbh) if mob stands next to boss and you tab targed boss you cannot hit the mob


    Again, the flowers are not the issue I know how to deal with them. Its Bugs and broken mechanics that are annoying which many ranged magicka DDs will not even notice because easy peasy ranged magicka funrun in maelstrom >.>
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  • Joy_Division
    Joy_Division
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    This stage is badly designed because the only real threat is environmental, which ticks for crazy damage even though you are forced to stay in certain spots. The fact that you get poisoned despite being outside the red AoEs playing with a 106 ping is another matter.

    Asking Zos to keep the RNG death element in this arena because the boss is otherwise too easy just proves how poorly designed this stage is.

    The boss on stage 6 is another RNG death-fest with a dumb insta-lose mechanic
  • Fat_Cat45
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    Alcast wrote: »
    I will try Magicka templar soon because Stamplar is f... useless, I think even my REDGUARD Stamplar will perform better on Magplar setup LOL gj ZOS for killing my stamplar tyvm.

    Ye I feel the pain, did you try Dark Flaring or Force Pulsing in that round?

    I like using my stamplar for maelstrom more than any other archetype. I was able to clear in 65 minutes with 6 deaths and 1 or 2 sigils sigils used. Once I actually learn the spawn points and other ways to shave off time, and hopefully not die as much, I'm aiming for a 460k or higher score
  • cschwingeb14_ESO
    cschwingeb14_ESO
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    A couple of things not mentioned:

    Being poisoned also comes with a large heal debuff. BoL goes from 16k crits to 5k. There really is no hope for anyone other than sorc if a flower spawns on you during scream

    The stomp waves that the boss does is magicka damage. Very helpful on sweeps Templar to have magicka harness up for that and adds. But I don't recommend relying on sweeps for this arena. Boss is just to easy to kite
  • Personofsecrets
    Personofsecrets
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    All of these supposed bugs just sound like things that can be adapted to.
  • Nifty2g
    Nifty2g
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    @Alcast
    For everyone saying it's avoidable here is a perfect example of poison ticking twice (3 times actually in a second) along with poison spawning under my feet and having 0 time to move

    Just going to tag @ZOS_GinaBruno @Seiffer and hope this is patched and hope that you guys are honestly not doing another maintenance before next year otherwise I'm personally done dealing with this bs

    https://www.youtube.com/watch?v=R419XzpWYC4
    Edited by Nifty2g on December 11, 2015 10:51AM
    #MOREORBS
  • Nifty2g
    Nifty2g
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    @zos any sort of feedback would be awesome
    #MOREORBS
  • TotterTates
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    Alcast wrote: »
    Also, Stage 8 my Banner just disappears after I drop it >.>

    I've already reported this and submitted a video to seiffer.
    Cuppincakes
    • Imperial Dragonknight (Tank)
    • Pre-TG vMA Score: 459,636 [55:36, 0 Sigils, 0 Deaths] (Stamina)
    • Post-TG vMA Score: 537,328 [53:36, 0 Sigils, 0 Deaths] (Stamina)
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  • Nifty2g
    Nifty2g
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    Alcast wrote: »
    Also, Stage 8 my Banner just disappears after I drop it >.>

    I've already reported this and submitted a video to seiffer.
    They aren't doing maintenance till sometime in January ...
    #MOREORBS
  • TotterTates
    TotterTates
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    Nifty2g wrote: »
    Alcast wrote: »
    Also, Stage 8 my Banner just disappears after I drop it >.>

    I've already reported this and submitted a video to seiffer.
    They aren't doing maintenance till sometime in January ...

    I know :|
    Cuppincakes
    • Imperial Dragonknight (Tank)
    • Pre-TG vMA Score: 459,636 [55:36, 0 Sigils, 0 Deaths] (Stamina)
    • Post-TG vMA Score: 537,328 [53:36, 0 Sigils, 0 Deaths] (Stamina)
    Bäby Spice
    • Altmer Sorc (DPS)
    Alisaeri
    • Dunmer Dragonknight (Healer/DPS)
    Church
    • Argonian Templar (Healer)
    Moon Moon
    • Khajiit Nightblade (DPS)


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  • Nifty2g
    Nifty2g
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    Nifty2g wrote: »
    Alcast wrote: »
    Also, Stage 8 my Banner just disappears after I drop it >.>

    I've already reported this and submitted a video to seiffer.
    They aren't doing maintenance till sometime in January ...

    I know :|
    Exactly the reason why I'm done ;) not fixing this round has killed it for me
    #MOREORBS
  • Alcast
    Alcast
    Class Representative
    Alcast wrote: »
    Also, Stage 8 my Banner just disappears after I drop it >.>

    I've already reported this and submitted a video to seiffer.

    Ok thx, I had it happen on stage 5 too on my NB, I popped Veil...next thing I see as some new mobs spawns my veil disappears and i was like da f...just happened?
    Nifty2g wrote: »
    @Alcast
    For everyone saying it's avoidable here is a perfect example of poison ticking twice (3 times actually in a second) along with poison spawning under my feet and having 0 time to move

    Just going to tag @ZOS_GinaBruno @Seiffer and hope this is patched and hope that you guys are honestly not doing another maintenance before next year otherwise I'm personally done dealing with this bs

    https://www.youtube.com/watch?v=R419XzpWYC4

    I noticed sometimes, that i had like 3s time to get to the pool to cure myself, and sometimes instadeath...so now I know why lol.
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  • Kaliki
    Kaliki
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    All of these supposed bugs just sound like things that can be adapted to.

    I applaud you for your integrity on this matter.
    Unlike Nifty2G or Joy_Division who argue so avidly agaist a save function but when it comes to mechanics they personslly dislike, call for nerfs.
    Alcast wrote: »
    Again, the flowers are not the issue I know how to deal with them. Its Bugs and broken mechanics that are annoying which many ranged magicka DDs will not even notice because easy peasy ranged magicka funrun in maelstrom >.>

    If being melee is the main issue for random deaths you simply have to adapt and play range.
    If you tab target the boss and cannot hit the mage it sounds just working as intended...
    If you die just outside the circle the you were simply too slow. Lag issue that exists with dozens of other mechanics.

    Funny how ppl who want a save function get told L2P and adapt by ppl who want actual nerfs for their own subjective issues.

    Ah and the ultimate killer argument against a save function also applies here: it was designed to be like this.
    - Templars: Slower by Design® -
  • Alcast
    Alcast
    Class Representative
    Kaliki wrote: »
    All of these supposed bugs just sound like things that can be adapted to.

    I applaud you for your integrity on this matter.
    Unlike Nifty2G or Joy_Division who argue so avidly agaist a save function but when it comes to mechanics they personslly dislike, call for nerfs.
    Alcast wrote: »
    Again, the flowers are not the issue I know how to deal with them. Its Bugs and broken mechanics that are annoying which many ranged magicka DDs will not even notice because easy peasy ranged magicka funrun in maelstrom >.>

    If being melee is the main issue for random deaths you simply have to adapt and play range.
    If you tab target the boss and cannot hit the mage it sounds just working as intended...
    If you die just outside the circle the you were simply too slow. Lag issue that exists with dozens of other mechanics.

    After reading that sentence, I knew you have 0 idea about stamina.

    Are you a magicka Sorc or NB?

    Saying that broken mechanics and bugs are working as intended is just utterly *** LOL
    Edited by Alcast on December 12, 2015 10:00AM
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  • Nifty2g
    Nifty2g
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    Kaliki wrote: »
    All of these supposed bugs just sound like things that can be adapted to.

    I applaud you for your integrity on this matter.
    Unlike Nifty2G or Joy_Division who argue so avidly agaist a save function but when it comes to mechanics they personslly dislike, call for nerfs.
    Alcast wrote: »
    Again, the flowers are not the issue I know how to deal with them. Its Bugs and broken mechanics that are annoying which many ranged magicka DDs will not even notice because easy peasy ranged magicka funrun in maelstrom >.>

    If being melee is the main issue for random deaths you simply have to adapt and play range.
    If you tab target the boss and cannot hit the mage it sounds just working as intended...
    If you die just outside the circle the you were simply too slow. Lag issue that exists with dozens of other mechanics.

    Funny how ppl who want a save function get told L2P and adapt by ppl who want actual nerfs for their own subjective issues.

    Ah and the ultimate killer argument against a save function also applies here: it was designed to be like this.
    Attempt to bait failed as this thread is about bug fixing not nerfing. Damage is fine, instant mechanics, not being able to avoid flowers and being hit by enrage damage when you shouldn't be etc. The fact this is left alone for 2+ weeks is disheartening to leave the content in this state, I don't want to make myself a hateful person anymore with this
    Edited by Nifty2g on December 12, 2015 10:07AM
    #MOREORBS
  • Kaliki
    Kaliki
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    Alcast wrote: »
    After reading that sentence, I knew you have 0 idea about stamina.

    Are you a magicka Sorc or NB?

    Saying that broken mechanics and bugs are working as intended is just utterly *** LOL

    I am a melee magicka Templar.
    I do not even disagree with you - the mechanics aren't fun. Same as not being able to save progress isn't fun for 84 % of players. Changes to both issues will invariably "make it easier". So where is the difference?

    Both is about convenience and fun.
    I find it inconvenient that progress cannot be saved and that I have to play hours on end when I'm already tired just for a chance to learn the final boss mechanics.

    You have to adapt and play magicka/range if you want to do the encounter, which you do not want.

    Both is bad design - requiring unhealthy behaviour is and requiring to play magicka/ranged is too.

    So who is right, who is wrong?
    That is the point I am trying to make, and I do not find it ret*rded.
    I just find some ppl hypocritical for violently opposing one and then advocating the other.
    - Templars: Slower by Design® -
  • Nifty2g
    Nifty2g
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    So glad I have decided to record.
    ZOS fix this god damn round it's terrible. This is what I meant by ping and even then the hit detection is atrocious on these poison flowers. are you really going on holiday and leaving DLC like this? honestly? It's by far the most broken round

    https://www.youtube.com/watch?v=aE7f1nCiolQ
    Edited by Nifty2g on December 13, 2015 5:33AM
    #MOREORBS
  • Joy_Division
    Joy_Division
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    Kaliki wrote: »
    All of these supposed bugs just sound like things that can be adapted to.

    I applaud you for your integrity on this matter.
    Unlike Nifty2G or Joy_Division who argue so avidly agaist a save function but when it comes to mechanics they personslly dislike, call for nerfs.

    If you are going to call me out, at least have the courtesy to be accurate.

    I have never argued against a save function; in fact I agreed that there should be a save option for those wanting a complete rather than leader-board time. I have not asked ZoS to 'nerf" the arena, that is make it easier, rather to implement a different type of challenge than death by RNG.
    Edited by Joy_Division on December 13, 2015 7:21AM
  • JaJaLuka
    JaJaLuka
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    I stopped going in there due to ping related issues, like getting hit with damage before the enemies have cast anything.
    That being said my experiences have me questioning round 4 the most. It's not that badly designed, but getting stunned before you see the 2h mage teleport is bad... and extremely annoying.
    Round 7 strat for me was always, kill one minder, stand next to the other one and DPS the boss while in the bubble (his scream kills the other adds on the pedestals). As soon as his scream ends I'd kill the second minder, rinse and repeat on the next minder spawn. Eventually the boss dies. Before the boss, it's just a matter of killing adds while watching your feet for the flowers, yes it's frustrating at times as you've pointed out with ping issues especially when you have no control over your own death, but I didn't find round 7 the most irritating.
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  • Nifty2g
    Nifty2g
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    JaJaLuka wrote: »
    I stopped going in there due to ping related issues, like getting hit with damage before the enemies have cast anything.
    That being said my experiences have me questioning round 4 the most. It's not that badly designed, but getting stunned before you see the 2h mage teleport is bad... and extremely annoying.
    Round 7 strat for me was always, kill one minder, stand next to the other one and DPS the boss while in the bubble (his scream kills the other adds on the pedestals). As soon as his scream ends I'd kill the second minder, rinse and repeat on the next minder spawn. Eventually the boss dies. Before the boss, it's just a matter of killing adds while watching your feet for the flowers, yes it's frustrating at times as you've pointed out with ping issues especially when you have no control over your own death, but I didn't find round 7 the most irritating.
    I'm not completely sure it's ping, I wasn't even near the poison's effect when it exploded to debuff me but I got hit my it, the same thing happens with Arrow Spray, their area of effect is much larger than shown.

    @ZOS_GinaBruno @ZOS_RichLambert @Seiffer can you guys look into fixing this *eventually*
    #MOREORBS
  • ryanborror
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    @Nifty2g does wrecking bite happen right after first caster is down and before shield or after second caster after shield?
    dooderrr
    templars, nightblades
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  • Nifty2g
    Nifty2g
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    ryanborror wrote: »
    @Nifty2g does wrecking bite happen right after first caster is down and before shield or after second caster after shield?
    Wrecking Bite is one of the bosses basic attacks in his rotation, Swipe, Lingering Spit, Wrecking Bite, Ground AoE (not sure what that one is called) and Enraged Scream.

    When a shielder dies and the boss is close to you, the boss will bypass it's mechanic and attack you with Wrecking Bite hitting you with Enraged damage, this can also happen with Lingering Spit, Swipe and his Ground AoE.

    That is a complete design bug and lazy developing, because the boss should not follow that type of mechanics, the boss should only hit you with enrage damage if you interrupt his scream. So he should Enrage during his scream mechanic, not before it.

    That is a major bug or poor design choices, either way it needs to be fixed but Zenimax decided no more maintenance for up to 3 weeks. On top of that is the poison, I have shown 2 videos, one is the poison hitting 3 times in a second and instantly killing me. The second is the absurd range and hit detection it has against high ping players, I have 0 reaction time to move out without getting hit if it explodes near me. (Along with all oceanic players). The needs to be adjusted, to make the poison AoE slower and to fix up the damage over time it does on you.

    3 things can happen during this round to completely mess up your run and force you to restart if you are going for a top score, this is the main reason I have decided to stop trying for top scores as they are not fixing it, and working around this type of thing until I get perfect RNG seems pathetic

    Hopefully there are changes as I really do like this DLC and want to see them fix it up, as it can be pretty fun and test things out for your build.
    Edited by Nifty2g on December 13, 2015 8:05AM
    #MOREORBS
  • SeptimusDova
    SeptimusDova
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    Niftylicious that last video; go to you tube settings and slow the speed down to .25. Then watch and pause it.

    at the 4sec mark you were 1meter outside of the stupid ring. Your buffs and debuffs at the time were:

    . Green Feet Disease
    . Empower
    . Minor Sorcery
    . Major Smarty Pants
    . Major Sorcery

    when the poison popped off you were 1.5meters away from the red ring of stupid and still got hit with weakened and volatile poison.

    Then you died. If the red ring was widened to account for the actual radius of attack then the ring would be touching the arena wall.

    I slo mo all of the vids put up on here it helps with analysis.
    Edited by SeptimusDova on December 13, 2015 9:44AM
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